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  #1    
Old March 3rd, 2013 (11:46 AM).
Narzew Narzew is offline
 
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Welcome. How to add 8-way moving system in Pokemon Starter Kit (Pokemon Essentials) engine ?

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  #2    
Old March 3rd, 2013 (1:17 PM).
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Riansky Riansky is offline
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That would require alot of scripting. Usally you just don't come here, ask a question, and expect someone to do it for you. I recommend you to learn scripting then you should be able to do it

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  #3    
Old May 6th, 2013 (3:26 PM).
Narzew Narzew is offline
 
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I know how to do in standard RMXP project, but I ask how to do this in PokeStarter.

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  #4    
Old May 8th, 2013 (4:52 PM).
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Pia Carrot Pia Carrot is offline
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Cogwheel's 8 Direction Script works with Essentials if modified. My old game Pokemon Mint had 8 Directional movement.

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  #5    
Old May 16th, 2013 (12:28 AM). Edited May 16th, 2013 by thor348.
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thor348 thor348 is offline
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Here is what I use for 8-direction based movement for events:
#-----------------------------------------------------------------------
class Game_Character
def move_random
case rand(8)
when 0
move_down(false)
when 1
move_lower_left
when 2
move_left(false)
when 3
move_lower_right
when 4
move_right(false)
when 5
move_upper_left
when 6
move_up(false)
when 7
move_upper_right
end
end
#--------------------------------------------------------------------------
def move_toward_player
sx = @x - $game_player.x
sy = @y - $game_player.y
if sx == 0 and sy == 0
return
end
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == abs_sy
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
if not moving? and sy != 0
sx > 0 ? sy > 0 ? move_upper_left : move_lower_left : sy > 0 ? move_upper_right : move_lower_right
return
end
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
else
if not moving? and sx != 0
sx > 0 ? sy > 0 ? move_upper_left : move_lower_left : sy > 0 ? move_upper_right : move_lower_right
return
end
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
end
end
#--------------------------------------------------------------------------
def move_away_from_player
sx = @x - $game_player.x
sy = @y - $game_player.y
if sx == 0 and sy == 0
return
end
abs_sx = sx.abs
abs_sy = sy.abs
if abs_sx == abs_sy
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
if abs_sx > abs_sy
if not moving? and sy != 0
sx > 0 ? sy > 0 ? move_lower_left : move_upper_left : sy > 0 ? move_lower_right : move_upper_right
return
end
sx > 0 ? move_right : move_left
if not moving? and sy != 0
sy > 0 ? move_down : move_up
end
else
if not moving? and sy != 0
sx > 0 ? sy > 0 ? move_lower_right : move_upper_right : sy > 0 ? move_lower_left : move_upper_left
return
end
sy > 0 ? move_down : move_up
if not moving? and sx != 0
sx > 0 ? move_right : move_left
end
end
end
end
############################################################
#EDIT-------------------------------------------------------------------------------#
############################################################
http://forum.chaos-project.com/index.php?topic=555.0;wap2

Try this. You will have to tweak it a bit and the section 8a will take a little reading to replace. Also you will have to edit your sprites to work with the 8 directional movement. Hope this helps.

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  #6    
Old June 29th, 2013 (6:05 PM).
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Pia Carrot Pia Carrot is offline
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Sorry for bumping an old topic. I have a working 8-way movement script here by Paradog. Credit him if used:

Code:
#==============================================================================
# ++ 8-Direction Characterset Edit ver. 1.01 ++
#  Script by ParaDog
#  http://2d6.parasite.jp/
#------------------------------------------------------------------------------
# Additional 'diagonal' movement is now possible by pushing combinations of the
# vertical and horizontal controls (up & left, etc) simultaneously.
#
# Additional charsets  for the  8-directional movement  are to be stored within
# the "Graphics/Characters" folder, just like the regular charactersets.
#
# Name the new  diagonal movement charactersets  the same  as the regular ones,
# but with a new '_quarter' extension.   As such, you would name the very first
# characterset: 001-Fighter01_quarter.
#------------------------------------------------------------------------------
# Additional notes:
# This system can be used with the 'Dash Characterset Edit' system,  but please
# place this script 'BELOW' the fore-mentioned Dash script for it to work.
#
# As you can combine the two scripts (Dash and 8-Directional), you can also use
# charactersets that show diagonal running action, also stored within the same
# "Graphics/Characters" folder.
#
# Naming the new graphics would require the inclusion of both '_dash' and the
# '_quarter' extensions as shown here:  001-Fighter01_dash_quarter.
#==============================================================================

#============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles the player. Its functions include event starting # determinants and map scrolling. Refer to "$game_player" for the one # instance of this class. #==============================================================================

class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Frame update #-------------------------------------------------------------------------- alias update_para_quarter update def update update_para_quarter unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing # If the direction button is pushed, move the player in that direction case Input.dir8 when 1 # Move Lower Left move_lower_left when 3 # Move Lower Right move_lower_right when 7 # Move Upper Left move_upper_left when 9 # Move Upper Right move_upper_right end end end end

#============================================================================== # ** Sprite_Character #------------------------------------------------------------------------------ # This sprite is used to display the character.It observes the Game_Character # class and automatically changes sprite conditions. #==============================================================================

class Sprite_Character < RPG::Sprite #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias update_para_quarter update def update update_para_quarter if @tile_id == 0 if (@character.direction - 2) % 2 == 1 # Checking the presence of the diagonal charset if quarter_graphic_exist?(@character) # Set the diagonal charset if character.dash_on and dash_quarter_graphic_exist?(@character) @character_name = @character.character_name + "_dash_quarter" else @character_name = @character.character_name + "_quarter" end self.bitmap = RPG::Cache.character(@character_name, @character.character_hue) # Acquire direction case @character.direction when 1 n = 0 when 3 n = 2 when 7 n = 1 when 9 n = 3 end else @character.direction = @character.sub_direction # When the diagonal charset does not exist, direction n = (@character.direction - 2) / 2 end # Set original transfer rectangle sx = @character.pattern * @cw sy = n * @ch self.src_rect.set(sx, sy, @cw, @ch) else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) # Set original transfer rectangle sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch self.src_rect.set(sx, sy, @cw, @ch) end end end #-------------------------------------------------------------------------- # * Diagonal Charset? #-------------------------------------------------------------------------- def quarter_graphic_exist?(character) # Reading check begin RPG::Cache.character(character.character_name.to_s + "_quarter", character.character_hue) rescue return false end return true end #-------------------------------------------------------------------------- # * Dashing Diagonal Charset? #-------------------------------------------------------------------------- def dash_quarter_graphic_exist?(character) # Reading check begin RPG::Cache.character(character.character_name.to_s + "_dash_quarter", character.character_hue) rescue return false end return true end end

#============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass for the # Game_Player and Game_Event classes. #==============================================================================

class Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :direction # direction attr_accessor :sub_direction # sub_direction #-------------------------------------------------------------------------- # * Move Lower Left #-------------------------------------------------------------------------- def move_lower_left # If no direction fix unless @direction_fix @sub_direction = @direction @direction = 1 # Face left if facing right, and face down if facing up @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 8 ? 2 : @sub_direction) end return if pbLedge(-1,1) return if pbEndSurf(-1,1) return if moving? # When a down to left or a left to down course is passable if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2)) # Update coordinates @x -= 1 @y += 1 # Increase steps increase_steps end end #-------------------------------------------------------------------------- # * Move Lower Right #-------------------------------------------------------------------------- def move_lower_right # If no direction fix unless @direction_fix @sub_direction = @direction @direction = 3 # Face right if facing left, and face down if facing up @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 8 ? 2 : @sub_direction) end return if pbLedge(1,1) return if pbEndSurf(1,1) return if moving? # When a down to right or a right to down course is passable if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2)) # Update coordinates @x += 1 @y += 1 # Increase steps increase_steps end end #-------------------------------------------------------------------------- # * Move Upper Left #-------------------------------------------------------------------------- def move_upper_left # If no direction fix unless @direction_fix @sub_direction = @direction @direction = 7 # Face left if facing right, and face up if facing down @sub_direction = (@sub_direction == 6 ? 4 : @sub_direction == 2 ? 8 : @sub_direction) end return if pbLedge(-1,-1) return if pbEndSurf(-1,-1) return if moving? # When an up to left or a left to up course is passable if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8)) # Update coordinates @x -= 1 @y -= 1 # Increase steps increase_steps end end #-------------------------------------------------------------------------- # * Move Upper Right #-------------------------------------------------------------------------- def move_upper_right # If no direction fix unless @direction_fix @sub_direction = @direction @direction = 9 # Face right if facing left, and face up if facing down @sub_direction = (@sub_direction == 4 ? 6 : @sub_direction == 2 ? 8 : @sub_direction) end return if pbLedge(1,-1) return if pbEndSurf(1,-1) return if moving? # When an up to right or a right to up course is passable if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8)) # Update coordinates @x += 1 @y -= 1 # Increase steps increase_steps end end #-------------------------------------------------------------------------- # * Dash #-------------------------------------------------------------------------- def dash_on if @dash_on != nil return @dash_on else return false end end end

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